Wednesday, April 17, 2013

Swords & Wizardry Appreciation Day - Rise of the Machines

I've been working on these for a while and they certainly are not finished, but there is enough information here for you to build on. I thought Swords & Wizardry Appreciation Day would be the perfect time to roll out what I've got so far. These originally started as a straight Eberron conversion, but then I decided that I wanted to publish the content at some point in the distant future. Until then it is yours to use freely (and probably after that too). None of it has been play tested and it's my first conversion so I expect there to be balance issues among other things. I encourage you all to play test this and give me some feedback.

Time Keepers - Race Time Keepers are a mechanical clockwork race created by Artificers for the war. They are similar in appearance to an iron golem, but differ greatly mentally as they are completely sentient.

Because of their metal exterior Time Keepers have a +4 on saving throws against sickness and poison and a natural armor of +1 AC. A Time Keeper does not need to eat or rest, but this comes at a cost. Time Keepers also can not heal naturally. Healing spells work normally on Time Keepers and they can be healed by Artificers.

Time Keepers are made up of gears, metal, and magic. This gives them a +1 to disarm traps. Time Keepers understand the needs to stay well oiled which keeps them silent which makes for a great thief. A Time Keeper player can also choose to be a fighter.

As an Artificer you are part of an ancient art that combines magic and technology. You and your fellow Artificers are known for creating the Time Keepers during the war. Artificers are avid adventurers who are very useful in a large group. You can cast any spell available, but are limited by your wand which means are you are great for support. You also have the ability to repair Time Keepers. Since Artificers are not true magic users they have had time to learn the basics of melee combat as well.

As of now the Artificer uses the same table as the Cleric since they are both support.

Artificer Class Abilities Spell Casting: All spells are available to you. You are limited by your wand charges and level. Saving Throw Bonus: Artificers gain a +2 bonus on saving throws against spells. Artificer's Laboratory (10th): At 10th level an Artificer can build a laboratory and gain up to two apprentences per year.

Zandith was created by the Artificers during the war. The intention was to create an army of Time Keepers in the sky, but Zandith quickly escaped the labratory. Without any of his own kind Zandith became bitter and eventually evil. Zandith can talk, but is not likely to because of his rage. He can breathe fire in a cone-shape 90 feet long and 30 feet wide at the base.Spells: Anti-Magic Shell, Darkness 15-foot Radius, Heat Metal

Painted by Martin Jones, Create by Reaper Miniatures

I have not fleshed out my story for the war or the world yet. I
decided early on that I wanted the back story to be my own. I still have a
lot of game mechanics to work out before I even think about drawing
maps and coming up with names for battles. I expect it to take a year or
two to get it all done.